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Cleaning up species alcohol mod.
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@@ -100,19 +100,16 @@
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L.adjust_fire_stacks(amount / 15)
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/datum/reagent/ethanol/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) //This used to do just toxin. That's boring. Let's make this FUN.
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if(issmall(M)) removed *= 2
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var/strength_mod = 3 * M.species.alcohol_mod //Alcohol is 3x stronger when injected into the veins.
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if(alien == IS_SKRELL)
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strength_mod *= 5
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if(alien == IS_TAJARA)
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strength_mod *= 1.25
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if(alien == IS_UNATHI)
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strength_mod *= 0.75
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if(alien == IS_DIONA)
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strength_mod = 0
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if(issmall(M))
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removed *= 2
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if(alien == IS_SLIME)
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M.adjustToxLoss(removed) //Sterilizing, if only by a little bit. Also already doubled above.
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var/strength_mod = 3 * M.species.chem_strength_alcohol //Alcohol is 3x stronger when injected into the veins.
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if(!strength_mod)
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return
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M.add_chemical_effect(CE_ALCOHOL, 1)
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var/effective_dose = dose * strength_mod * (1 + volume/60) //drinking a LOT will make you go down faster
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@@ -144,36 +141,35 @@
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M.hallucination = max(M.hallucination, halluci*3)
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/datum/reagent/ethanol/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
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if(issmall(M)) removed *= 2
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if(issmall(M))
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removed *= 2
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if(!(M.species.allergens & allergen_type)) //assuming it doesn't cause a horrible reaction, we get the nutrition effects
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M.adjust_nutrition(nutriment_factor * removed)
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var/strength_mod = 1 * M.species.alcohol_mod
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if(alien == IS_SKRELL)
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strength_mod *= 5
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if(alien == IS_TAJARA)
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strength_mod *= 1.25
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if(alien == IS_UNATHI)
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strength_mod *= 0.75
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if(alien == IS_DIONA)
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strength_mod = 0
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if(alien == IS_SLIME)
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M.adjustToxLoss(removed * 2) //Sterilizing, if only by a little bit.
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var/effective_dose = dose * M.species.chem_strength_alcohol
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if(!effective_dose)
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return
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M.add_chemical_effect(CE_ALCOHOL, 1)
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if(dose * strength_mod >= strength) // Early warning
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if(effective_dose >= strength) // Early warning
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M.make_dizzy(6) // It is decreased at the speed of 3 per tick
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if(dose * strength_mod >= strength * 2) // Slurring
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if(effective_dose >= strength * 2) // Slurring
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M.slurring = max(M.slurring, 30)
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if(dose * strength_mod >= strength * 3) // Confusion - walking in random directions
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if(effective_dose >= strength * 3) // Confusion - walking in random directions
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M.Confuse(20)
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if(dose * strength_mod >= strength * 4) // Blurry vision
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if(effective_dose >= strength * 4) // Blurry vision
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M.eye_blurry = max(M.eye_blurry, 10)
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if(dose * strength_mod >= strength * 5) // Drowsyness - periodically falling asleep
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if(effective_dose >= strength * 5) // Drowsyness - periodically falling asleep
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M.drowsyness = max(M.drowsyness, 20)
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if(dose * strength_mod >= strength * 6) // Toxic dose
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if(effective_dose >= strength * 6) // Toxic dose
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M.add_chemical_effect(CE_ALCOHOL_TOXIC, toxicity)
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if(dose * strength_mod >= strength * 7) // Pass out
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if(effective_dose >= strength * 7) // Pass out
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M.Paralyse(20)
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M.Sleeping(30)
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